April 18th, 2015, 22:05
(This post was last modified: April 27th, 2015, 15:10 by Qgqqqqq.)
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No players. Mods, please move with the signup thread.
Save.
No changes have been made as yet. I have another rerolls that I could do, but this is the most promising. It's not balanced, but IMO everyone has a chance, regardless.
Only question is if the Sidar need moving closer. But they asked for natural, and this is the best after like 20 rolls (and some on other settings), so I don't think I will.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
April 18th, 2015, 22:29
(This post was last modified: April 21st, 2015, 19:37 by Qgqqqqq.)
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This was inappropriate, unnecessary, and spoken at a time of anger and personal stress. Kragroth, when you read this, I apologize. This was a difficult time for me, and I was projecting frustration from some personal and real life issues onto this board and you in particular.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
April 19th, 2015, 05:28
(This post was last modified: April 19th, 2015, 05:33 by Aurorarcher.)
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Map looks good to me. Illians have quite a lot of free space (no opponents anywhere near) tho, but I think that's fine.
EDIT: Poor Elohim doesn't have copper anywhere around his starting spot ![alright alright](https://www.realmsbeyond.net/forums/images/smilies/alright.gif) .
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I think at minimum it needs a balancing run through the Uniques since they are clustered in the South - and particularly the southwest.
I spotted a few 1tile islands around, so I'd probably also either remove them or make certain everyone had one available near their start.
The Broken Sepulcher island should probably be merged back into the mainland or deleted; the other Astronomy islands can probably be left.
Didn't look at resources at all since they asked for unbalanced.
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First chance I've had to look at this.
I agree that the Elohim are screwed on copper, especially given that they have a ruins, two goblin forts, and two barrows to stream barbs at them.
Illians have a lot more starting visibility than everyone else since their units are spread out and the others are stacked. They can get a 3-hammer capital by settling on the Marble (which also reveals the Remnants). On the other hand, they have no early happies, and copper is a long reach.
Hippus are at the center of an X-shaped map, but it was probably inevitable that someone would end up in that spot.
If the Lanun position goes to someone other than the Lanun, it's really low in food. It appears that the Lanun and Hippus will have to fight over the copper between them.
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(April 19th, 2015, 05:37)Dreylin Wrote: I think at minimum it needs a balancing run through the Uniques since they are clustered in the South - and particularly the southwest.
Yeah, that should have been Southeast.
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I'll have a closer look and balance stuff tonight. Won't go overboard, but will do some of the obvious things people have pointed out here.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,092
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(April 18th, 2015, 22:29)Qgqqqqq Wrote:
This was inappropriate, unnecessary, and spoken at a time of anger and personal stress. Kragroth, when you read this, I apologize. This was a difficult time for me, and I was projecting frustration from some personal and real life issues onto this board and you in particular.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,092
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Joined: May 2012
I've decided to fix the Lanun where they spawned. As the Lanun actually have a different rolling mechanism (they always get moved to the coast), I think that's most fair.
I've given the Elohim a copper in their quadrant. It's a bit far, but at least it exists, now.
Illian visibility fixed. Don't think I'll do anything about Remnants - it's powerful, but their early start isn't groundbreaking with or without it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,092
Threads: 82
Joined: May 2012
For posterity, I did the following things:
- Shuffled around lairs so that barbarians would be roughly balanced.
- Swapped resources so that everyone had sufficient food at their capital (i.e., swapped a AH resource close to the capital with an agriculture resource in their area.)
- Swapped resources so that everyone had appropriate access to all strategic resources.
- Made sure that every player had a possible off-continent island that is clearly theirs.
- Fixed visibility/errors that formed.
- Cleared some forests from ones that were overtly choked.
- And that's pretty much it.
This isn't going to be balanced, and I haven't tried to turn the asymmetry into a semblance of balance - I've basically just left it as is, and I think it would require a monster effort to do so (and would 100% end up with some players complaining about what I chose to do). But I don't think it's overtly or clearly unbalanced, either.
Main possible complaint is going to be size of the map. But it's not that it's actually large, so much as the way it shook out being some players are further away than other players (and the jungle being between these players doesn't help, either). But that is the way it is, and I really like this map's zany structure. The no. of tiles is ~ what I consider the standard for FFH games (and a bit high for BTS games). More of a problem than usual, because unlike, say, '35, I didn't structure it to have close areas and far areas, but it is what it is. No one's on a separate continent, and they're not as far apart as, say, '39, IMO.
Final save.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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